Town Hall 8

Town Hall 9

Town Hall 10

The Valkyrie Strategy GuideSo the most recent update is featuring some buffs to both Valkyrie and the Jump spell. Valkyrie will now purposely target multiple targets. This is huge because it’s functionally a huge situational attack bonus. Now toss in a rage and its going to be huge DPS on compact base designs.

The jump spell is also functionally an AI change. Troops now will recognize that the jump spell offers a better path, rather than ignore it unless already within its radius. This means if I miss 1 or 2 wall pieces that a unit may target, as it is now, they will go to the area where the spell is in effect rather than attack that 1 or 2 wall pieces. This will make utilizing a jump spell much easier and also allow you to use them for efficiently. However, the radius is reduced – so that will require relearning how it functions (for those of us who already use it)

The ValkyrieThe most important part of any strategy is understanding your strengths and weaknesses. So here are some things about the Valkyrie

- Despite being a “tank” unit Valkyries are rather vulnerable to splash damage. Think of them more liked supped up Barbarians or mini PEKKA. They also tend to run ahead of other tanks, causing them to take point damage fire

- Valkyrie have a slow attack speed, which means wizards are a huge problem on the battle field. Valkyrie are very likely to get KOed before every getting off their legendary whirlwind attack. Rage spells help tremendously and if lower level, a heal is a life saver

- Valkyrie will destroy compacted base designs, where spread out bases won’t allow her to capitalize on her strengths.

- Valkyrie tend to run out in front of other troops, due to there AI looking for a point of attack that hits multiple targets. This can be problematic or beneficial. The problem is that she will get ahead of any tanks you have along in your composition. If she is tanking, however, she is knee deep in defenses and will attract fire.

- Heros are not a major threat post update. With the Valkyrie splash all you need is a rage if the hero is higher in level. Any CC troop that is not a wizard isn't generally a huge issue, though wizards are devastating. You still need to pick a good attack angle as these troops can pull your Valkyrie off target

- Valkyrie do best moving in a line, spread out but as a group. They seem to lose steam after 50% as their tanks die and they begin to thin out. It seems difficult to move them past a 2 star at Th10 but very capable of 3 stars at Th9 and 8.

- Valkyrie seem inefficient when they bunch up. They appear to waste attacks (whiff) when they get bunched up, where if they stay spread out they can level a cluster of buildings very quickly. They have a bug where if the building their targeting get destroyed they'll do no damage even if in mid animation. They'll finish out their animation and reposition themselves for a new attack.

Valkyrie & Jump Spell

Before any update the Jump Spell and Valkyrie were an effective strategy, now it is only more so. Jump allows Valkyrie to keep moving unhindered and to do so quickly. This allows the Valkyrie to capitalized on her high DPS capacity but low stamina (when compared to other tanking units). Its an extremely effective strategy for taking out a TH but moving past the second star is tricky.

If you used the strategy before the update it changed character. Golems will not provide Valkyrie good cover anymore because the Valkyrie will get ahead of them but they are still critical to create a path and to keep your wizards alive as you Valkyrie punch deeper into the base. These units also help insure you net the 50% for the second star.

TroopsValkyries: 15-22Wizards: 10-20Golem: 0-2 or Giants: 6-12PEKKA: 0-2Wallbreaker: 0-5The Ideal Base: Valkyrie preform best on compact base designs, you want their splash to matter. That and you want a base that doesn't permit your Valkyrie to run every which way. For example, bases with rings of buildings tend to be bad because the Valkyrie may follow the ring, rather than proceed farther into the base. If the buildings are more compact in a certain area this may still provide a good route for your Valkyrie. Its also ideal if the infernos are spread out, much easier to eliminate one before tackling the second, as Valkyries can take 1 inferno on pretty well but 2 can be more of an issue. Also muti-target infernos level 2 or below aren't a major threat to Valkyrie.

You may also want to consider defense placement. Its best if your Valkyrie are clearing a path for your Wizards. If your Valkyrie punch a hole and leave defenses standing in there wake then you will be flanked. If this happens your wizards will go down quickly. However, if the defenses in range are destroyed - your momentum will hold out much longer.

Centralized heros and clan castle troops is actually very good. These can be used to help guide your Valkyrie to the right place. Having one of these things directly behind the th is very effective. However, if the archer queen or clan castle troop is off to the side of where you want to attack, it could pull you away from your target. The Barbarian King is less likely to cause a huge problem if he pulls your forces away because of his lack of a ranged attack. The queen or archers could cause your Valkyrie to pound on walls while they get hammered by defenses if not in a compartment you are attacking.

If using the freeze spell, having the CC in the path of an inferno is ideal. That way you can freeze both the inferno and CC troops at the same time. For Valkyrie, freezing only the inferno tower is really a waste.

The Attack: Neither hero is a major problem for Valkyrie, due to the fact Valkyrie can dish damage to heros while still destroying the base. A well planned freeze spell may be very effective if both heros, CC, and infernos are in the core. The biggest role heros play in your attack is drawing your forces where you want them to go. If the heros will draw you off of your target, that can pose a problem. Be particularly wary of off center Archer Queens and archers/wizards. These ranged units can cause your Valkyrie to pound on walls while getting hammered by defenses. However, if all three of these are centralized its actually a positive for attacking.

Only lure a CC if it has the potential to draw your attack in the wrong direction. Most bases centralize their CC and in these cases your Valkyrie do not need those troops to be lured. In fact they can be critical in making sure your Valkyrie go where you want them to.

If your up against a Th10 base you need to bring Golems for the opening of the attack for maximum effect. Spread them out just far enough to cover a central attacking zone. Deploy the wizards in this zone along with about 4 Valkyrie. At this point wait and allow the wizards to destroy the defenses if everything is going smoothly, drop wall breakers just as the outer layer of defenses is going down. If possible near a wall that has taken a hit for two so you only need one. If you don't have wallbreakers and instead a 3rd jump spell, drop that.

Be careful choosing a location to break into the base. Its often tempting to break compartments open as your golems and wizards hammer on defenses, but if you do this at the wrong stage your Valkyrie may move towards those compartments instead of where you placed your jump spell. This requires experience to learn when to hold off on breaking into the second layer.

If possible keep your Wizards in a "pocket" where the Golems are covering the flanks and the Valkyrie are paving a way straight ahead. That way they are providing fire instead of taking it. This is critical if you want to keep your momentum going because Valkyrie are terrible at taking out walls. If your not using 2 golems or any giants spare a few of your Valkyrie at the beginning, you'll want heal spells for this scenario. Valkyrie alone do not really create a solid pocket but a heal spell can help buy wizards times as they pick off flanking towers.

When deploying your Valkyrie do not drop them all in one location. It's best if you can spread them out some so that when they engage their targets they do so from multiple locations. When Valkyrie bunch up they tend to waste attacks and are very vulnerable to splash damage. Where when Valkyrie spread out they waste far less attacks and destroy multiple buildings very quickly. Also if wizards come out of the CC, you are far less likely to waste half of your force get zapped to death (or watch as your Valkyrie painfully take 1 archer out at a time). Valkyrie are prone to attacking the outer buildings, make sure a path is cleared before deploying rapidly. I do not personally recommend the lightening spell with Valkyrie, often a rage or heal is all they need to demolish those units. In particular at Th10 a well timed freeze and rage will render those units dead in seconds.

Once inside the outer compartment drop a jump spell where you want your Valkyrie to attack. Picking the location and timing of this spell is tricky. Walls can be used to direct your Valkyrie just as much as prevent them from getting somewhere. Essentially you want to create a "runway" for your Valkyrie. A direct path to the TH, hopefully with just one Jump spell. You want this runway, if possible, to not leave buildings flanking your wizards. Its very easy for Valkyrie to surge ahead, destroy the town hall and get 30%.

Be careful not to inadvertently create a path that leads your Valkyrie right past the inferno tower, while never attacking it directly. You'll also want to pick a path that has enough buildings for a 50% - this will take practice but Valkyrie can often take the TH without getting a high % of damage on the base.

Your first rage spell or heal spell should be used as your Valkyrie collide with the enemy CC. These spells allows for you to quickly dispatch (survive) enemy CC and heros. If packing a freeze time this so you get a high priority defense or two in the freeze. The inferno tower is the best target for this. If not attacking a Th10, please note the heal spell is more versatile and useful .

The second rage you will want for dispatching the core quickly. Placing the rage just in front of where the Valkyrie will attack. If packing a heal try and wait to use it until the Valkyrie have low health. If possible also try and time this rage so if can help you clear a path in walls if nee be, if you don't heave enough jumps to keep going.

With multi-target infernos, try and attack from an angle that allows you to deal with one inferno at a time. Attacking in the middle of disco inferno fire is generally bad, as the DPS is high enough to make big problems. However, Valkyries can take the fire from 1 inferno fairly well.

Once the core is gutted this is where your battle decisions will show. If your Golems kept the "pocket" strong, you should still have momentum from your wizards. Also if your "runway" was perfect you should of cleared a path that left no defensive building to flank your advancing army. Also if you where frugal with your wallbreakers and jump spells you should have enough to keep your line advancing beyond the core.

If your pocket broke, chances are your wizards are dead. If you used your jump spells all on getting into the core, you could very well be watching as your Valkyrie get shot to pieces trying to punch a hole in the wall. If your "runnway" was poor your Valkyrie may be all over the place or you'll have 30%, the town hall, but no second star.

This is a solid 2 star comp, particularly once you level your heros. Its great at getting the core but can sometimes fall short of getting 50% because of losing momentum as spells run dry.

Attack Log

Valkyrie & Healers

I've given 20 Valkyires and 4 healers with 4 freeze spells and a rage a go a few times now. I am very frustrated with it though as healers are unbearably stupid. The freeze spells are enough to lock down infernos for while if you can quickly take care of an AD but once your Healers get those Valkyries up to full health they instantly turn to the next closest target, which has been problematic. If you have wizards along it tends to be them. If your BK is along they easily get tied down to him. Which is problematic as they do not tend to be in the same place at the same time. So what you see below is in reference to Th9 and below and was tested before the new AI.

I have discovered Valkyrie and Heal is powerful. However, as a Th10 you can only really do this if you keep those infernos on lock down. Thus all healers and Valkyrie seemed doable. I plan to try some more but the AI of the healer, as I have stated, is painfully stupid. So if using her at Th10 DO NOT BRING ALONG ANYTHING ELSE FOR HER TO PAY ATTENTION TO. Due to this pick a base where you can check the CC because Wizards, Dragons, Minions, and even Balloons could pose a serious problem.

Valkyrie are decent tanks and like giants work well with healers. Unfortunately the AI of both units is problematic. However, if you can get your units to move as s unit this strategy is very powerful. This requires practice though and is hard to master.

Spells: Varies, though freeze is great vs CC troops or to lock up Air Defenses

Selecting Targets

Multi-target infernos aren’t a deal breaker but will require freeze. I recommend avoiding them but if you do tackle them bring Freeze and rage. Air Defenses should be either heavily centralized or easy to take out quickly. Ideally your melee units should approach Air Defenses directly, Valkyies take thee targets out quickly. When centralized just add a rage as your forces approach, hopefully you will have already benefited from the healers. Avoid or check for traps, seeking air mines are often near Air Defenses.

Centralized unlureable CC is iffy in Clan Wars, high level wizards will destroy clustered Valkyrie. Packing a lighting may help alleviate that though. The secret to the lighting spell is to drop it where the wizards are heading, with a little luck most will take the second bolt of lightning and die.

Open style compartments are problematic as Valkyies will generally split up, making the healers much less effective. Ideally the walls will actually help direct your units along one path.

Attacking

Lure the CC in case of Wizards, Valkyries handle other units pretty well but 2-3 wizards can nuke 8 Valkyries in 1 shot before they ever wind up for that whirlwind. A Queen isn’t a huge issue, but will affect where your Valkyrie will head, so best to place her directly behind or in front of your intended target. The king will need to be dealt with quickly or he can do serious damage. Wizards and Witches are good for this job. If heros or CC are off to the side, they may ruin the raid by simply pulling your forces in the wrong direction (a BK ruined a Valkyrie/Healer raid of mine only because he caused my units to move in the wrong direction, causing them to circle the core and drag my Healers into the path of Air Defenses.)

Now make sure you clear a path for your Valkyries. I am not sure how the new AI will affect their tendencies to circle a base, but that will ruin your raid. This is easy enough if using the Valkyries with Giants. Just send in the giants and a few Wizards behind. Barbarians and Archers will also do the job but verses higher level bases may be a liability (th10).

If using tanking units initially throw in some wall breakers. If going mass Valkyrie with healers, multiple jump spells are an option. Just make sure your Valkyrie will go into the base, not around (a learning curve thing).

At this point if the Air Defense is in the outer ring of defenses, take it out quickly before deploying your healers. A heal or rage may be necessary to prevent losing too many units in this phase.

At this point your support units may vary. If going with flying units, this is when you want to deploy them. Dragons tank well and will soak up seeking air mine damage, but are slow and provide little DPS (not to mention are spendy to be soaking up seeking air mine damage). Minions have great DPS and speed. However, they will get destroyed by air mines and do not trigger seeking air mines. Balloons tank well but their AI may take mastery within this composition. I ran into trouble with them moving ahead of my main force due to their AI. At this point they easily were shot down. All these units are great for 1 reason though, they don’t distract your healers.

Hog riders can be utilized with Valkyrie like giants and healers are. It’s expensive but Valkyrie provide great damage and tank plenty well for the job at Th9 (not sure at Th10). If you deploy hogs strategically to take out key defenses, this can be quite powerful. I am not a master of this though; my clan mate Drkman has used this much more than myself (Death’s Door).

Giants can have been used initially and work well with Valkyrie because if they draw healer fire, its not a problem as they will provide great cover fire, and vice versa. Again though, vs Th10 I am unsure if this is viable because Giants just can’t take the DPS at that level.

Witches are powerful with Valkyrie and in conjunction with jump spells can be devastating but it’s also insanely expensive and time consuming to build. Though witches themselves offer range damage, it’s very low DPS so I do not consider them range support (its more the skeletons)

Wizards and Archers are important to provide range damage but you do not want them distracting Valkyrie, this is why flying units are easier to manage. When using them, deploy them carefully. You want them to provide support fire, not to be under fire. I’ve had more than a few raids more or less ruined because my healers switched to the closest target – a wizard. In these situations they leave my Valkyries alone to die. Again, Valkyrie ware not the tanks giants are per housing space. You should either have some ranged or some flying support. You do want some insurance that defenses get taken out as your healers advance, or aren’t free to fire upon your units while they struggle to bust a particular wall section.

Rage and Freeze are great spells for the core. Valkyries are devastating under the influence of a rage spell and will likely take out Air Defenses directly in front of them before healers spend much time in damage range.

Heal is good for keeping Valkyrie alive. If working with more wizards it’s a good insurance for it your healers get distracted. Vs Th10 though, the popularity of discos make it a questionable spell to have along.

Jump I recommend more for it you’re going to go heavy on Valkyrie and/or Witches. These two units work well with jump. Otherwise you don’t really want your units to get pull forward too fast, because you’ll leave your healers behind and possible draw them into the range of air defenses. For this wall breakers are safer.

I’ve had very mixed results with these strategies because directing healers and Valkyries is really difficult. Also I’ve learned the hard way how wizards will obliterate your forces. Also, avoid open style bases because directing your army is even more difficult. However, I have 3 starred Th9 bases or come very close to it a few times (in which cases simply mistakes prevented the 3rd star). Again my clan mate has been using Valkyrie, Hogs and Healers and has 3 starred a few Th9 players doing it.

Again, this is a difficult way to use Valkyrie. When executed well it is powerful but getting good at this strategy may put strain on your DE supplies. Personally this has held me back.

Valkyrie as Support Unitsp

This strategy is more flexible in actual composition because the Valkyrie play a specific role, to gut the core and clear the enemy CC. The Valkyrie do the heavy lifting of demolishing cores that are packing centralized heros, clan castles, and tight nit defenses.

The various combinations are GoWiVa, GoVaPe, GoViz and various compositions with giants instead.

The CompositionThe Tank: 2-3 Golems8-16 GiantsRanged Damage: 5-15 Wizards (only use less than 10 Wizards if utilizing PEKKA)40-60 Archers Second Wave: 8-14 Valkyrie (only use less than 10 Valkyrie if utilizing PEKKA)0-2 PEKKA

Spells: 0-1 Freeze, 1-2 Heal, 1-2 Rage, 0-1 Jump (recommended spell)-Freeze is best if it can be used to neutralize a disco inferno and CC troops/heros at the same time. -Rage is a necessity for colliding with CC troops. -Heal is very powerful with Valkyrie and is great at keeping support troops alive and giving Valkyrie more staying power. If facing infernos heal is still powerful as long as your not facing both at the same time.-Jump is a great spell to get Valkyrie into the core and to free up room for more troops (instead of wallbreakers). Most bases can be breached by one jump after getting through the outer layer.

Other: Wall Breakers 0-9, Witches 0-4

Ideal Base: A Valkyrie's favorite base is one with a tight core and centralized heros. Centralized clan castle's are often a good thing as they help get your valkyrie to the right place. Just plop a rage or heal spell as the troops to collide to make sure your Valkyrie come out on top. This is particularly effective if you can drop a freeze on an inferno and CC troops. This varies some depending on your exact composition, but its best if you can deploy your Valkyrie in a spread out fashion, this prevents you from losing the whole lot to a few wizards. For this reason 10 Valkyrie is often best, as less can result in you not getting enough to go the right direction for a win. The exception is if your bringing along PEKKA, then 8 Valkyrie will do the trick. The heros and CC troops will act as vacuum to bring your Valkyrie into the core, helping to prevent their AI from making them wander.

For all of these strategies clearing a path is important, some more than others. Be careful when attacking bases with a tight nit group of buildings pushed away from the second layer, these are designed to make it difficult to get your troops to go the right direction.

I find this strategy is ideal for bases that have a large outside compartments that with a jump spell can lead into the core. Something that will allow the Valkyrie to hit the core fairly spread out, to capitalize on there splash damage. Also to maximize spell slots.

These compositions also do fairly well vs 1 single target and one multiple target inferno or infernos under level 3. The Valkyrie hold up well to fire from either mode, though if two level 3 disco are active at the same time, the DPS is hard for the Valkyrie to sustain for a long period of time. If you are packing a freeze or two they generally do well. A very effective tactic is to attack from an angle so that you take one inferno down right away, activate your hero's iron fist and plop a healing spell down as troop hp gets low. As long as they take the second tower down quickly, this greatly improves your chances of keeping your momentum after breaching the core (as if often also helps prevent your wizards from dieing as they rush into the center). If heros and CC are in the core with the infernos, you can sometimes freeze the whole lot.

For that larger outside compartment its also ideal if that is a place where defenses can be cleared away leaving a clear path. Meaning that you won't become flanked as your Valkyrie punch a hole into the center of the base. A common problem in using Valkyrie is they get ahead of your support troops, leaving them to get fired on by the defenses left behind.

GoWiVaGoWiVa is a powerful variant that relies on witches. The extra witches mean using a heal spell is actually quite doable as the infernos are often occupied by skeletons. However, this means mortar fire is very important to pay attention to. You don't want to breach in the core and then have all 3 mortars firing on you, as the witches will be mostly useless.

However if you can take out 2 mortars on your way to the core, or get your Valkyrie into the core ahead of your witches under rage (to deal with those mortars) this strategy can do allot of damage once the Valkyrie have made quick work of the biggest threats. However, these units have difficult to manage AI and it will require practice to get the timing right.

The Attack

Only lure the CC if it will draw your Valkyrie away from the core or your target. CC troops are actually very effective in pulling your troops into the core, but can ruin your raid if they pull them in the wrong direction. The only exception to this is if heros are present in the core and the CC is easy to learn. Then luring is a good idea for extra insurance. Heal, freeze, and rage are good options for insurance when dealing with CC troops and heros. Freeze is good if you can get CC troops and an inferno at the same time, or after destroying the first inferno to allow for a heal. Freeze only for an inferno isn't a great use of the spell.

Pick a section of base that has a cluster of defenses in a larger compartment, ideally one that isn't flank by defenses your ranged units and tanks would leave standing after your Valkyries make the push into the core. Also if the heros are located on the opposite side of the TH or target, that is best. I often destroy the heros and TH at the same time when they are positioned like this.

Drop your tanks with ranged directly behind. With giants you'll want to get them into the compartment right away, while with Golems feel free to just let them bang on the walls for a while as your range does the heavy damage. Its important in this phase you engage enough of the defenses to attain a 50%. If you concentrate your forces tro much you'll destroy the Th but run out of steam and fail in getting that second star.

Be careful when you open up compartments in this stage. Its easy to accidently draw your forces in the wrong direction but opening up a compartment at the wrong time. Ideally you want them to converge on a central location, mastering this will greatly improve your attacks.

You want to clear a path so your Valkyrie go to the core. Destroying the sides of the base first and then deploying in the center is a good strategy for this. You still want your tanks to provide cover fire - so don't spread them too thin. Make sure to use your wallbreakers wisely as you will only have a few.

Get your troops into the first layer and assess the situation. If a clear path is present to the core, then deploy the Valkyrie. If not you may need to give your tanks and range a bit longer to clear out buildings but don't leave them unsupported for too long. Timing here is critical. Keep your ranged or support units alive!

Deploy your Valkyrie so that they make a beeline for the direction of the core. Ideally drop a jump spell to get the Valkyrie into the core, if TH8 you'll need more wall breakers since you do not have access to the jump spell. Have a few wizards follow close behind in case of air troops. If possible spread them out, but be careful as their AI is prone to attacking the buildings on the side of the base instead of inside the base. .

When the CC is activated take a careful look at what comes out. The rage spell will help your Valkyrie quickly clear out heros and the grand majority of clan castle troops. However, wizards can pose a serious threat and require a rage (if a wall is in the way, a jump as well). Low level wizarrds and other CC troops can de dealt with using a heal or rage. For Th10 a well timed freeze that takes out important defenses and the CC is powerful.

If carrying two freeze and a heal (or one freeze depending on the number of disco infernos) a nice option is to put the core on lock down with the freeze spell once your Valkyrie have taken a beating and drop a heal, getting them back to full health. Again the rage spell is always a good pick for the core. This is best if heros, CC, and infernos are in the core as you can get them all in the freeze. Otherwise heal is better than a second freeze.

This is typically where you will run out of the steam, as your Valkyrie will likely be ahead of your Golems and Wizards at this point. If your wizards are taking fire from defenses along the sides of your attack, you're unlikely to go much further. This is why a heal can be powerful. It puts a second wind under your sails, especially if you keep wizards (witches) kicking. Valkyrie do not do particularly well when they have to break through walls. There strongest on the move and doing as much damage as quickly as possible.

For Th8 and 9 players I recommend utilizing the heal spell to keep the Valkyrie going strong. Their Hp is solid but not remarkable, so the heal spell can help keep the momentum going.

Giants are acceptable VS Th8 and 9 but aren't really enough for an advanced Th10. I personally recommend 3 Golems or 2 Golems with PEKKA or Witches due to the DPS Th10 defenses pack with 15 wizards following suit.

GoWiVa -This particular comp requires a few more notes as its a bit different in character. Witches with Valkyrie are both powerful and difficult to execute flawlessly. The Witch's skeletons are actually great for keeping inferno beams busy when you drop a healing spell and are great at keeping the momentum going after the core is breached. However, Witches are prone to wander and very vulnerable to mortar fire. So base selection and attack angle considerations are more fussy. Also note that 1 witch is weak, pairs are much better.

You don't want to have mortars taking out your skeletons so its best to take 1 or two of them out along the way or have your Valkyrie hit them full steam. With Witches you want to form a pocket with your golems and get those golems inside the walls. Being frugal with your wall breakers is important. You also want enough time to build some momentum, as premature deployment of the Valkyrie can be very bad.

With this comp I find freeze to be not particular useful when stacked against healing spells. If you can capture several things within one freeze having one along is a good thing but otherwise it just doesn't have enough bang. If searching for a match in normal match making, I do recommend 1 freeze as it may be necessary for certain base builds.

If your Valkyrie can finish off the CC and a few of the major splash towers during the surge part of the raid, you'll find this compositions keeps its steam a bit longer as cannons and archer towers are very ineffective verses witches and the Valkyrie actually become excellent tanks due to their tendency to run into the thick of things.

Logs

The Eclipse offers a transformer base that is a perfect fit for any Town Hall 9 players looking for a base for Clan Wars.

Now featuring updated Defense Logs

As my Clannies would say, "This base f*cks sh*t up!"

Pros:

- Features an Anti-Hog Ring which will be troublesome for any Hog users- Two Air Defenses and all of my air bombs in the core do a great job against Balloons and Dragons- Giant Bombs are placed next to each other to help halt any Hog-Rider attacks- 4 places where double giant bombs may be make it hard for Hog attackers to plan where to attack- Strategic funneling will cause giants to fly off of the map- No free buildings making it harder to lure heroes and Clan Castle troops out- Not a generic base and attackers will not know trap placement and tesla placement

Cons:

- Clan Castle and Heroes are lurable

Trophy Version

Farming Version

Note: Feel free to swap the spell factory in the core for any other building. I only put it there to keep most of my buildings symmetric. Also the Clan Castle can be swapped with the Dark Elixir.

Trap PlacementNote: The builders' huts occupy the other possible placement of the giant bombs.

Defensive Logs

Note: The losses were because I was using the farming version and my town hall was on the outside.

Clan Wars Defenses

It took 21 max wizards, 2 golems, full spells, and both heroes to barely get 1 star, and a strong balloon-drag-minion combo failed! They even had time to plan these attacks!!

Overall Ending Comments

- Unlike most of the popular Transformer bases for TH9, this base is completely new and fresh as they like to say, thus meaning that the attacker will have never faced this base and will be unaware of trap placement and tesla placement (unless of course they stumble across this thread).

- Also, many people will request that I try to center the clan castle so please know that I am working on it but the shape of the core makes it tough.

1. Use 4 hogs to kill off 10 o'clock AD.2. Deploy dragons in corners to begin funneling and destroy defenses.3. Deploy rest of dragons and loons.4. Rage dragons and loons in core and heal them.5. Use heroes to snipe off 5 o'clock AD (assuming your dragons and loons have survived).

Let me note down three most common mistakes by those who even try to lure CC and pass. Continue reading below for more tips about CC luring as a whole. 1 : Don't use your CC troops to kill off their CC troops. It can result in a total mess. rather, for CW atleast, take Attack troops in Clan castle.

Reason : Your Clan castle troops come out one by one. and to make matters worst, They come out at the SAME spot. enemy wizards or dragons just have a gala time against them and they get 1 shot by splash! You can't control your CC troop's deployment. So why not use them for attacking? For example, carry 5 hogs in your level 4 CC instead of archers and wizards. same army composition, Much MUCH better control over your troops to kill their CC and heroes. Spread your troops, Enemy splash fail.